[22b2c37] | 1 | #include "logger.h"
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[5272b6b] | 2 |
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[485424b] | 3 | #include "stb_image.h"
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| 4 |
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[7ee66ea] | 5 | #include <glm/mat4x4.hpp> // glm::mat4
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| 6 | #include <glm/gtc/matrix_transform.hpp>
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| 7 | #include <glm/gtc/type_ptr.hpp>
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| 8 |
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[5272b6b] | 9 | #include <GL/glew.h>
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| 10 | #include <GLFW/glfw3.h>
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| 11 |
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[22b2c37] | 12 | #include <cstdio>
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| 13 | #include <iostream>
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[ec4456b] | 14 | #include <fstream>
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[7ee66ea] | 15 |
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| 16 | #define _USE_MATH_DEFINES
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[93baa0e] | 17 | #include <cmath>
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[22b2c37] | 18 |
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[5272b6b] | 19 | using namespace std;
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[7ee66ea] | 20 | using namespace glm;
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| 21 |
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| 22 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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[485424b] | 23 | const bool FULLSCREEN = false;
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[5272b6b] | 24 |
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[ec4456b] | 25 | GLuint loadShader(GLenum type, string file);
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[485424b] | 26 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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| 27 | unsigned char* loadImage(string file_name, int* x, int* y);
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[ec4456b] | 28 |
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| 29 | void glfw_error_callback(int error, const char* description) {
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| 30 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 31 | }
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| 32 |
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[5272b6b] | 33 | int main(int argc, char* argv[]) {
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| 34 | cout << "New OpenGL Game" << endl;
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| 35 |
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[ec4456b] | 36 | if (!restart_gl_log()) {}
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| 37 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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[22b2c37] | 38 |
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[ec4456b] | 39 | glfwSetErrorCallback(glfw_error_callback);
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[5272b6b] | 40 | if (!glfwInit()) {
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| 41 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 42 | return 1;
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[be246ad] | 43 | }
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| 44 |
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| 45 | #ifdef __APPLE__
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| 46 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 47 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 48 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 49 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 50 | #endif
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[5272b6b] | 51 |
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[ec4456b] | 52 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 53 |
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| 54 | GLFWwindow* window = NULL;
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| 55 |
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| 56 | int width = 640;
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| 57 | int height = 480;
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| 58 |
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| 59 | if (FULLSCREEN) {
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| 60 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 61 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 62 |
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| 63 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 64 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 65 |
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| 66 | width = vmode->width;
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| 67 | height = vmode->height;
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| 68 | } else {
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| 69 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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| 70 | }
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| 71 |
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[5272b6b] | 72 | if (!window) {
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| 73 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 74 | glfwTerminate();
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| 75 | return 1;
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| 76 | }
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[644a2e4] | 77 | glfwMakeContextCurrent(window);
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[5272b6b] | 78 | glewExperimental = GL_TRUE;
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| 79 | glewInit();
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| 80 |
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[ec4456b] | 81 | // glViewport(0, 0, width*2, height*2);
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| 82 |
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[5272b6b] | 83 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 84 | const GLubyte* version = glGetString(GL_VERSION);
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| 85 | printf("Renderer: %s\n", renderer);
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| 86 | printf("OpenGL version supported %s\n", version);
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[93baa0e] | 87 |
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[5272b6b] | 88 | glEnable(GL_DEPTH_TEST);
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| 89 | glDepthFunc(GL_LESS);
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[516668e] | 90 |
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[93baa0e] | 91 | glEnable(GL_CULL_FACE);
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| 92 | // glCullFace(GL_BACK);
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| 93 | // glFrontFace(GL_CW);
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| 94 |
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[485424b] | 95 | int x, y;
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| 96 | unsigned char* texImage = loadImage("test.png", &x, &y);
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| 97 | if (texImage) {
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| 98 | cout << "Yay, I loaded an image!" << endl;
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| 99 | cout << x << endl;
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| 100 | cout << y << endl;
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| 101 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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| 102 | }
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| 103 |
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| 104 | GLuint tex = 0;
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| 105 | glGenTextures(1, &tex);
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| 106 | glActiveTexture(GL_TEXTURE0);
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| 107 | glBindTexture(GL_TEXTURE_2D, tex);
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| 108 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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| 109 |
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| 110 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 111 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 112 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 113 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 114 |
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[516668e] | 115 | GLfloat points[] = {
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| 116 | 0.0f, 0.5f, 0.0f,
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| 117 | -0.5f, -0.5f, 0.0f,
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[93baa0e] | 118 | 0.5f, -0.5f, 0.0f,
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[7ee66ea] | 119 | 0.5f, -0.5f, 0.0f,
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| 120 | -0.5f, -0.5f, 0.0f,
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| 121 | 0.0f, 0.5f, 0.0f,
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[516668e] | 122 | };
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| 123 |
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[8b7cfcf] | 124 | GLfloat colors[] = {
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| 125 | 1.0, 0.0, 0.0,
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| 126 | 0.0, 0.0, 1.0,
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[93baa0e] | 127 | 0.0, 1.0, 0.0,
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[7ee66ea] | 128 | 0.0, 1.0, 0.0,
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| 129 | 0.0, 0.0, 1.0,
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| 130 | 1.0, 0.0, 0.0,
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[93baa0e] | 131 | };
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| 132 |
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[485424b] | 133 | // Each point is made of 3 floats
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| 134 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
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| 135 |
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| 136 | GLfloat points2[] = {
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| 137 | 0.5f, 0.5f, 0.0f,
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| 138 | -0.5f, 0.5f, 0.0f,
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| 139 | -0.5f, -0.5f, 0.0f,
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| 140 | 0.5f, 0.5f, 0.0f,
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| 141 | -0.5f, -0.5f, 0.0f,
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| 142 | 0.5f, -0.5f, 0.0f,
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| 143 | };
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| 144 |
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| 145 | /*
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| 146 | GLfloat colors2[] = {
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| 147 | 0.0, 0.9, 0.9,
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| 148 | 0.0, 0.9, 0.9,
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| 149 | 0.0, 0.9, 0.9,
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| 150 | 0.0, 0.9, 0.9,
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| 151 | 0.0, 0.9, 0.9,
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| 152 | 0.0, 0.9, 0.9,
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| 153 | };
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| 154 | */
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| 155 |
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| 156 | GLfloat texcoords[] = {
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| 157 | 1.0f, 1.0f,
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| 158 | 0.0f, 1.0f,
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| 159 | 0.0, 0.0,
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| 160 | 1.0, 1.0,
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| 161 | 0.0, 0.0,
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| 162 | 1.0, 0.0
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| 163 | };
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| 164 |
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| 165 | // Each point is made of 3 floats
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| 166 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
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| 167 |
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[201e2f8] | 168 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
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| 169 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
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| 170 | mat4 model_mat = T_model*R_model;
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[8b7cfcf] | 171 |
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[485424b] | 172 | mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
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| 173 | mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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| 174 | mat4 model_mat2 = T_model2*R_model2;
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| 175 |
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[8b7cfcf] | 176 | GLuint points_vbo = 0;
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| 177 | glGenBuffers(1, &points_vbo);
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| 178 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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[516668e] | 179 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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| 180 |
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[8b7cfcf] | 181 | GLuint colors_vbo = 0;
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| 182 | glGenBuffers(1, &colors_vbo);
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| 183 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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| 184 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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| 185 |
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[644a2e4] | 186 | GLuint vao = 0;
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[516668e] | 187 | glGenVertexArrays(1, &vao);
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| 188 | glBindVertexArray(vao);
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[8b7cfcf] | 189 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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[516668e] | 190 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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[8b7cfcf] | 191 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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| 192 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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[516668e] | 193 |
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[8b7cfcf] | 194 | glEnableVertexAttribArray(0);
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| 195 | glEnableVertexAttribArray(1);
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[644a2e4] | 196 |
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[485424b] | 197 | GLuint points2_vbo = 0;
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| 198 | glGenBuffers(1, &points2_vbo);
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| 199 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
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| 200 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
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| 201 |
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| 202 | /*
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| 203 | GLuint colors2_vbo = 0;
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| 204 | glGenBuffers(1, &colors2_vbo);
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| 205 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
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| 206 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
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| 207 | */
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| 208 |
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| 209 | GLuint vt_vbo;
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| 210 | glGenBuffers(1, &vt_vbo);
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| 211 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
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| 212 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
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| 213 |
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| 214 | GLuint vao2 = 0;
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| 215 | glGenVertexArrays(1, &vao2);
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| 216 | glBindVertexArray(vao2);
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| 217 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
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| 218 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 219 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
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| 220 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 221 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
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| 222 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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[644a2e4] | 223 |
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[485424b] | 224 | glEnableVertexAttribArray(0);
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| 225 | glEnableVertexAttribArray(1);
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[8b7cfcf] | 226 |
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[485424b] | 227 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
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| 228 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
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[644a2e4] | 229 |
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[93baa0e] | 230 | float speed = 1.0f;
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| 231 | float last_position = 0.0f;
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| 232 |
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[7ee66ea] | 233 | float cam_speed = 1.0f;
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[201e2f8] | 234 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
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[7ee66ea] | 235 |
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| 236 | float cam_pos[] = {0.0f, 0.0f, 2.0f};
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| 237 | float cam_yaw = 0.0f;
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| 238 |
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| 239 | mat4 T = translate(mat4(), vec3(-cam_pos[0], -cam_pos[1], -cam_pos[2]));
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| 240 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
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| 241 | mat4 view_mat = R*T;
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| 242 |
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| 243 | float near = 0.1f;
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| 244 | float far = 100.0f;
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| 245 | float fov = 67.0f * ONE_DEG_IN_RAD;
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| 246 | float aspect = (float)width / (float)height;
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| 247 |
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| 248 | float range = tan(fov * 0.5f) * near;
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| 249 | float Sx = near / (range * aspect);
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| 250 | float Sy = near / range;
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| 251 | float Sz = -(far + near) / (far - near);
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| 252 | float Pz = -(2.0f * far * near) / (far - near);
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| 253 |
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| 254 | float proj_mat[] = {
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| 255 | Sx, 0.0f, 0.0f, 0.0f,
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| 256 | 0.0f, Sy, 0.0f, 0.0f,
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| 257 | 0.0f, 0.0f, Sz, -1.0f,
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| 258 | 0.0f, 0.0f, Pz, 0.0f,
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| 259 | };
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| 260 |
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[485424b] | 261 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
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| 262 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
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| 263 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
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| 264 |
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| 265 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
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| 266 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
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| 267 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
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[7ee66ea] | 268 |
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| 269 | glUseProgram(shader_program);
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[485424b] | 270 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
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| 271 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, proj_mat);
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| 272 |
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| 273 | glUseProgram(shader_program2);
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| 274 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
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[7ee66ea] | 275 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, proj_mat);
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| 276 |
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[485424b] | 277 | // glUniform1i(tex_loc, 0);
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| 278 |
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[7ee66ea] | 279 | bool cam_moved = false;
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| 280 |
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[93baa0e] | 281 | double previous_seconds = glfwGetTime();
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[644a2e4] | 282 | while (!glfwWindowShouldClose(window)) {
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[93baa0e] | 283 | double current_seconds = glfwGetTime();
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| 284 | double elapsed_seconds = current_seconds - previous_seconds;
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| 285 | previous_seconds = current_seconds;
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| 286 |
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| 287 | if (fabs(last_position) > 1.0f) {
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| 288 | speed = -speed;
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| 289 | }
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| 290 |
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[7ee66ea] | 291 | /*
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[93baa0e] | 292 | model[12] = last_position + speed*elapsed_seconds;
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| 293 | last_position = model[12];
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[7ee66ea] | 294 | */
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[93baa0e] | 295 |
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| 296 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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[485424b] | 297 |
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| 298 | glUseProgram(shader_program);
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| 299 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
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| 300 |
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[644a2e4] | 301 | glBindVertexArray(vao);
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[93baa0e] | 302 |
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[7ee66ea] | 303 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
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[ec4456b] | 304 |
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[485424b] | 305 | glUseProgram(shader_program2);
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| 306 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
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| 307 |
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| 308 | glBindVertexArray(vao2);
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| 309 |
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| 310 | glDrawArrays(GL_TRIANGLES, 0, numPoints2);
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| 311 |
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[644a2e4] | 312 | glfwPollEvents();
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| 313 | glfwSwapBuffers(window);
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[ec4456b] | 314 |
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| 315 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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| 316 | glfwSetWindowShouldClose(window, 1);
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| 317 | }
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[7ee66ea] | 318 |
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| 319 | float dist = cam_speed * elapsed_seconds;
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| 320 | if (glfwGetKey(window, GLFW_KEY_A)) {
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[201e2f8] | 321 | cam_pos[0] -= cos(cam_yaw)*dist;
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| 322 | cam_pos[2] += sin(cam_yaw)*dist;
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[7ee66ea] | 323 | cam_moved = true;
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| 324 | }
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| 325 | if (glfwGetKey(window, GLFW_KEY_D)) {
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| 326 | cam_pos[0] += cos(cam_yaw)*dist;
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| 327 | cam_pos[2] -= sin(cam_yaw)*dist;
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| 328 | cam_moved = true;
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| 329 | }
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| 330 | if (glfwGetKey(window, GLFW_KEY_W)) {
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| 331 | cam_pos[0] -= sin(cam_yaw)*dist;
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| 332 | cam_pos[2] -= cos(cam_yaw)*dist;
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| 333 | cam_moved = true;
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| 334 | }
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| 335 | if (glfwGetKey(window, GLFW_KEY_S)) {
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| 336 | cam_pos[0] += sin(cam_yaw)*dist;
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| 337 | cam_pos[2] += cos(cam_yaw)*dist;
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| 338 | cam_moved = true;
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| 339 | }
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| 340 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
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| 341 | cam_yaw += cam_yaw_speed * elapsed_seconds;
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| 342 | cam_moved = true;
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| 343 | }
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| 344 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
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| 345 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
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| 346 | cam_moved = true;
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| 347 | }
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| 348 | if (cam_moved) {
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| 349 | T = translate(mat4(), vec3(-cam_pos[0], -cam_pos[1], -cam_pos[2]));
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| 350 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
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| 351 | view_mat = R*T;
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| 352 |
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| 353 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
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| 354 | cam_moved = false;
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| 355 | }
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[644a2e4] | 356 | }
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| 357 |
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[5272b6b] | 358 | glfwTerminate();
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| 359 | return 0;
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| 360 | }
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[ec4456b] | 361 |
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| 362 | GLuint loadShader(GLenum type, string file) {
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| 363 | cout << "Loading shader from file " << file << endl;
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| 364 |
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| 365 | ifstream shaderFile(file);
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| 366 | GLuint shaderId = 0;
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| 367 |
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| 368 | if (shaderFile.is_open()) {
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| 369 | string line, shaderString;
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| 370 |
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| 371 | while(getline(shaderFile, line)) {
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| 372 | shaderString += line + "\n";
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| 373 | }
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| 374 | shaderFile.close();
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| 375 | const char* shaderCString = shaderString.c_str();
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| 376 |
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| 377 | shaderId = glCreateShader(type);
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| 378 | glShaderSource(shaderId, 1, &shaderCString, NULL);
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| 379 | glCompileShader(shaderId);
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| 380 |
|
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| 381 | cout << "Loaded successfully" << endl;
|
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| 382 | } else {
|
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| 383 | cout << "Failed to loade the file" << endl;
|
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| 384 | }
|
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| 385 |
|
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| 386 | return shaderId;
|
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| 387 | }
|
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[485424b] | 388 |
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| 389 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
|
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| 390 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
|
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| 391 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
|
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| 392 |
|
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| 393 | GLuint shader_program = glCreateProgram();
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| 394 | glAttachShader(shader_program, vs);
|
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| 395 | glAttachShader(shader_program, fs);
|
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| 396 |
|
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| 397 | glLinkProgram(shader_program);
|
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| 398 |
|
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| 399 | return shader_program;
|
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| 400 | }
|
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| 401 |
|
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| 402 | unsigned char* loadImage(string file_name, int* x, int* y) {
|
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| 403 | int n;
|
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| 404 | int force_channels = 4;
|
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| 405 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
|
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| 406 | if (!image_data) {
|
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| 407 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
|
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| 408 | }
|
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| 409 | return image_data;
|
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| 410 | }
|
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